// Behavior originally contributed by Natfoth.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// WIKI DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_BasicInteractWith
//
// QUICK DOX:
//      Allows you to Interact with (e.g., 'right-click') mobs that are nearby.
//
//  Parameters (required, then optional--both listed alphabetically):
//      MobId: Id of the mob to interact with.
//
//      FactionId [Default:any faction]: The faction the mobs needs to be before interacting.
//      MoveTo [Default:false]: "true" causes the behavior to move to the mob's Location.
//      QuestId [Default:none]:
//      QuestCompleteRequirement [Default:NotComplete]:
//      QuestInLogRequirement [Default:InLog]:
//              A full discussion of how the Quest* attributes operate is described in
//              http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
//      UseLuaTarget [Default:false]: Should be used for those Mobs that are inside vehicles
//              or otherwise return a location near 0,0,0
//
#endregion


#region Examples
#endregion


#region Usings
using System;
using System.Collections.Generic;
using System.Linq;

using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.BasicInteractWith
{
	[CustomBehaviorFileName(@"Deprecated\BasicInteractWith")]
	[CustomBehaviorFileName(@"BasicInteractWith")]  // Old location--do not use
	public class BasicInteractWith : CustomForcedBehavior
	{
		public BasicInteractWith(Dictionary<string, string> args)
			: base(args)
		{
			QBCLog.BehaviorLoggingContext = this;

			try
			{
				FactionId = GetAttributeAsNullable<int>("FactionId", false, ConstrainAs.FactionId, new[] { "Faction" }) ?? 0;
				IsMoveToMob = GetAttributeAsNullable<bool>("MoveTo", false, null, new[] { "UseCTM" }) ?? false;
				MobId = GetAttributeAsNullable<int>("MobId", true, ConstrainAs.MobId, new[] { "NpcId", "NpcID" }) ?? 0;
				QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
				QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
				QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
				UseLuaTarget = GetAttributeAsNullable<bool>("UseLuaTarget", false, null, new[] { "LUATarget" }) ?? false;


				WoWUnit mob = ObjectManager.GetObjectsOfType<WoWUnit>().FirstOrDefault(unit => unit.Entry == MobId);

				MobName = ((mob != null) && !string.IsNullOrEmpty(mob.Name))
								? mob.Name
								: ("Mob(" + MobId + ")");

				QuestBehaviorBase.DeprecationWarning_Behavior(this, "InteractWith", BuildReplacementArguments());
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}

		private List<Tuple<string, string>> BuildReplacementArguments()
		{
			var replacementArgs = new List<Tuple<string, string>>();

			QuestBehaviorBase.BuildReplacementArgs_QuestSpec(replacementArgs, QuestId, QuestRequirementComplete, QuestRequirementInLog);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, MobId, "MobId", 0);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, FactionId, "FactionId", 0);

			var navMode =
				IsMoveToMob
				? MovementByType.ClickToMoveOnly
				: MovementByType.FlightorPreferred;
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, navMode, "MovementBy", MovementByType.FlightorPreferred);
   
			return replacementArgs;
		}


		// Attributes provided by caller
		public int FactionId { get; private set; }
		public bool IsMoveToMob { get; private set; }
		public int MobId { get; private set; }
		public string MobName { get; private set; }
		public int QuestId { get; private set; }
		public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
		public QuestInLogRequirement QuestRequirementInLog { get; private set; }
		public bool UseLuaTarget { get; private set; }

		// Private variables for internal state
		private bool _isBehaviorDone;
		private bool _isDisposed;
		private Composite _root;

		// Private properties
		private int Counter { get; set; }
		private LocalPlayer Me { get { return (StyxWoW.Me); } }
		private List<WoWUnit> MobList
		{
			get
			{
				if (FactionId > 1)
				{
					return ObjectManager.GetObjectsOfType<WoWUnit>()
									.Where(u => u.Entry == MobId && !u.IsDead && u.FactionId == FactionId)
									.OrderBy(u => u.Distance).ToList();
				}
				else
				{
					return ObjectManager.GetObjectsOfType<WoWUnit>()
											.Where(u => u.Entry == MobId && !u.IsDead)
											.OrderBy(u => u.Distance).ToList();
				}
			}
		}

		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: BasicInteractWith.cs 1581 2014-06-27 02:34:30Z Mainhaxor $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1581 $"); } }


		~BasicInteractWith()
		{
			Dispose(false);
		}


		public void Dispose(bool isExplicitlyInitiatedDispose)
		{
			if (!_isDisposed)
			{
				// NOTE: we should call any Dispose() method for any managed or unmanaged
				// resource, if that resource provides a Dispose() method.

				// Clean up managed resources, if explicit disposal...
				if (isExplicitlyInitiatedDispose)
				{
					// empty, for now
				}

				// Clean up unmanaged resources (if any) here...
				TreeRoot.GoalText = string.Empty;
				TreeRoot.StatusText = string.Empty;

				// Call parent Dispose() (if it exists) here ...
				base.Dispose();
			}

			_isDisposed = true;
		}


		#region Overrides of CustomForcedBehavior

		protected override Composite CreateBehavior()
		{
			return _root ?? (_root =
				new PrioritySelector(

					new Decorator(ret => Counter >= 1,
						new Action(ret => _isBehaviorDone = true)),

						new PrioritySelector(

							new Decorator(ret => Counter > 0,
								new Sequence(
									new Action(ret => TreeRoot.StatusText = "Finished!"),
									new Action(ret => _isBehaviorDone = true),
									new WaitContinue(1,
										new Action(delegate
										{
											_isBehaviorDone = true;
											return RunStatus.Success;
										}))
									)
								),

							 new Decorator(ret => MobList.Count > 0 && !MobList[0].WithinInteractRange && IsMoveToMob,
								new Sequence(
									new DecoratorContinue(ret => IsMoveToMob,
										new Sequence(
											new Action(ret => TreeRoot.StatusText = "Moving To Mob MyCTM - " + MobList[0].Name + " X: " + MobList[0].X + " Y: " + MobList[0].Y + " Z: " + MobList[0].Z),
											new Action(ret => WoWMovement.ClickToMove(MobList[0].Location))
											)),

									  new DecoratorContinue(ret => !IsMoveToMob,
										new Sequence(
											new Action(ret => TreeRoot.StatusText = "Moving To Mob MyCTM - " + MobList[0].Name + " X: " + MobList[0].X + " Y: " + MobList[0].Y + " Z: " + MobList[0].Z),
											new Action(ret => Navigator.MoveTo(MobList[0].Location))
											))


									)),

							new Decorator(ret => MobList.Count > 0 && MobList[0].WithinInteractRange,
								new Sequence(
									new DecoratorContinue(ret => StyxWoW.Me.IsMoving,
										new Action(ret =>
										{
											WoWMovement.MoveStop();
											StyxWoW.SleepForLagDuration();
										})),
										new Action(ret => MobList[0].Interact()),
										new Action(ret => Counter++)
									)
							),

							new Decorator(ret => (MobList.Count > 0) && !IsMoveToMob && !UseLuaTarget,
								new Sequence(
									new DecoratorContinue(ret => StyxWoW.Me.IsMoving,
										new Action(ret =>
										{
											WoWMovement.MoveStop();
											StyxWoW.SleepForLagDuration();
										})),
										new Action(ret => MobList[0].Interact()),
										new Action(ret => Counter++)
									)
							),

							new Decorator(ret => MobList.Count > 0 && UseLuaTarget,
								new Sequence(
									new DecoratorContinue(ret => StyxWoW.Me.IsMoving,
										new Action(ret =>
										{
											WoWMovement.MoveStop();
											StyxWoW.SleepForLagDuration();
										})),
										new Action(ret => Lua.DoString("TargetNearest()")),
										new Action(ret => Me.CurrentTarget.Interact()),
										new Action(ret => Counter++)
									)
							)
					)));
		}


		public override void Dispose()
		{
			Dispose(true);
			GC.SuppressFinalize(this);
		}


		public override bool IsDone
		{
			get
			{
				return (_isBehaviorDone     // normal completion
						|| !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
			}
		}


		public override void OnStart()
		{
			// This reports problems, and stops BT processing if there was a problem with attributes...
			// We had to defer this action, as the 'profile line number' is not available during the element's
			// constructor call.
			OnStart_HandleAttributeProblem();

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (!IsDone)
			{
				this.UpdateGoalText(QuestId, "Interacting with " + MobName);
			}
		}

		#endregion
	}
}

